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@@ -43,7 +43,11 @@
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#include "materials/materialFeatureTypes.h"
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#include "console/console.h"
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#include "postFx/postEffect.h"
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-#include "lighting/basic/basicLightManager.h"
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+#ifdef TORQUE_BASIC_LIGHTING
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+#include "lighting/basic/basicLightManager.h"
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+#else
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+#include "lighting/advanced/advancedLightManager.h"
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+#endif
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#include "lighting/shadowMap/shadowMatHook.h"
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#include "materials/materialManager.h"
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#include "lighting/shadowMap/lightShadowMap.h"
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@@ -529,8 +533,12 @@ void ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata
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mRenderTarget->resolve();
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GFX->popActiveRenderTarget();
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- // If we're close enough then filter the shadow.
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- if ( camDist < BasicLightManager::getShadowFilterDistance() )
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+ // If we're close enough then filter the shadow.
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+#ifdef TORQUE_BASIC_LIGHTING
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+ if (camDist < BasicLightManager::getShadowFilterDistance())
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+#else
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+ if (camDist < AdvancedLightManager::getShadowFilterDistance())
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+#endif
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{
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if ( !smShadowFilter )
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{
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